SR: Planning Pool house rool
Posted: September 13th, 2010, 21:18
I was bumming about on the Dumpshock forums the other day, and ran across a house rule that I quite liked the idea of. Their execution of it left a little to be desired though, so I thought I would open it up to everyone to see what they think.
The problem they were trying to solve is the fact that they are not criminal masterminds in real life. Even though their characters were statted in a way that means they should be able to pull off Oceans 11 style runs, they couldn't think up the plans. Something unexpected always shafted them.
What they suggested was a "Planning Pool". Basically, its a pool of dice based off the characters skills, like their security design skills, or their corporate knowledge skill or whatever. When something unexpected attempts to bite them in the ass, you can use this pool to sort of retcon in you character having planned for it. You would still have to make the appropriate rolls as if you had thought of it, this just gives you the chance to unfuck the situation.
For example, lets say Mr Face is up to no good in a corp facility. A security guard stumbles across him. Oh no! Mr Face uses the Planning Pool, and succeeds in his roll. "its ok guys, we knew this guard would be here, so earlier today I schmoozed him". Mr Face rolls a persuasion test against the guard, and wins! The guard gives him a knowing nod and a wink, and carries on his patrol.
That's the basic idea, anyway. What needs clarifying is the specific rules. The way they had it seemed waaaaay open to abuse. I see it as something like this:
1) Before the run, each player picks a relevant skill to put to the planning pool. They roll a test on those skills. All the hits from all the tests are added together, and that makes the Planning Pool for the run.
2) During the run, any character can call on the planning pool to retcon something. The idea is that the skill roll in the previous step made them aware of the situation that needed planning for.
3) The player then rolls the Planning Pool dice against a target number of hits set by the GM. If they are trying to get over a small snafu, it should be a low target (1 to 2), if its a total balls up, it should be a bigger target (3-4). If they succeed, they can then take whatever tests they would have taken earlier, if they had thought about it.
4) Finally, whether they succeed the Planning Pool test or not, the Planning Pool is reduced by one die for the rest of that run. Just like with Edge, this is to avoid it being overused.
The only bit im not sure is right is step 1) generating the Planning Pool to begin with. What do you guys think?
The problem they were trying to solve is the fact that they are not criminal masterminds in real life. Even though their characters were statted in a way that means they should be able to pull off Oceans 11 style runs, they couldn't think up the plans. Something unexpected always shafted them.
What they suggested was a "Planning Pool". Basically, its a pool of dice based off the characters skills, like their security design skills, or their corporate knowledge skill or whatever. When something unexpected attempts to bite them in the ass, you can use this pool to sort of retcon in you character having planned for it. You would still have to make the appropriate rolls as if you had thought of it, this just gives you the chance to unfuck the situation.
For example, lets say Mr Face is up to no good in a corp facility. A security guard stumbles across him. Oh no! Mr Face uses the Planning Pool, and succeeds in his roll. "its ok guys, we knew this guard would be here, so earlier today I schmoozed him". Mr Face rolls a persuasion test against the guard, and wins! The guard gives him a knowing nod and a wink, and carries on his patrol.
That's the basic idea, anyway. What needs clarifying is the specific rules. The way they had it seemed waaaaay open to abuse. I see it as something like this:
1) Before the run, each player picks a relevant skill to put to the planning pool. They roll a test on those skills. All the hits from all the tests are added together, and that makes the Planning Pool for the run.
2) During the run, any character can call on the planning pool to retcon something. The idea is that the skill roll in the previous step made them aware of the situation that needed planning for.
3) The player then rolls the Planning Pool dice against a target number of hits set by the GM. If they are trying to get over a small snafu, it should be a low target (1 to 2), if its a total balls up, it should be a bigger target (3-4). If they succeed, they can then take whatever tests they would have taken earlier, if they had thought about it.
4) Finally, whether they succeed the Planning Pool test or not, the Planning Pool is reduced by one die for the rest of that run. Just like with Edge, this is to avoid it being overused.
The only bit im not sure is right is step 1) generating the Planning Pool to begin with. What do you guys think?